I really like the morph mechanic. I tried making it work in commander with like a Thrasios, Triton Hero + Sidar Kondo of Jamuraa, but it's not quite the full experience. I wanted there to be morphs flipping and unflipping up and down and surprises at every turn. Real decisions made based on what kind of mana players had up, and mind games. And above all really confusing awful board states.
Development
The goal was to make the morph creatures the stars of the show. The other creatures had to either directly help morphs or to compensate had to be clunky as well. Anafenza, Kin-Tree Spirit is an example of the former. Cruel Sadist is an example of the latter.
The more fun clunky creatures I found were those with lots of activated abilities.
Another interesting feature of morphs is that they have zero cmc. There was some attempt to have the cmc of cards mean something during onslaught so cards like Culling Scales were added. I believe Culling Scales is the one card that directly interacts with the cmc of permanents on the board, but this gave me an idea to try to fit cmc matters cards in the cube. Things like Vengeful Rebirth, Pyromancy, and Erratic Explosion were added. Split cards similarly have high cmc.
I have been wanting to add a few miracles, but Entreat the Angels and Temporal Mastery scared me a bit as being too swingy so I have shied away from that.
Weak removal was chosen to give the morphs more of a chance.
The multicolor sections are bit weird:
Each has 1 actual card that contributes to a plan, 2 split cards, and 1 Guildmage type dude. I'm not really sure all are hits. Err except Simic because it would be illegal to not run both Secret Plans and Sagu Mauler.
Archetypes are similarly kind loose. A little too loose for my liking, but I am unsure how to focus them without losing the core of my mission.
Currently, I was looking to include more build-around me cards like Opposition. I haven't tested this one just, but I think it would fit with the whole vive of the cube. I'm thinking also, and I know I just mentioned it that maybe miracles are friends could be okay, but I'm just not really familiar with their power level.
Cards that are currently a little bad Break Open <-- have seen it be last pick multiple times Nosy Goblin <-- I'm not sure this card does anything Revealing Wind <-- meeeeeeeeeh Burnished Hart <-- if it dies to removal after you cast it, it's usually a blow out.
Is the reanimation package worth it?
I am also banking on Ravnica Allegiance to come along and bring forth better Orzhov split cards. I think the current ones are pretty awful.
I'm a little bummed out that the cards I think are the most terrible are red, since overall red I think is the strongest most coherent color. Do you guys see any improvements or other ideas that could be improved?
Some useful information
Number of permanents with the word morph by section:
white - 16
blue - 18
black - 14
red - 14
green - 17
gold - 1
land - 1
Development
The goal was to make the morph creatures the stars of the show. The other creatures had to either directly help morphs or to compensate had to be clunky as well.
Anafenza, Kin-Tree Spirit is an example of the former.
Cruel Sadist is an example of the latter.
The more fun clunky creatures I found were those with lots of activated abilities.
Another interesting feature of morphs is that they have zero cmc. There was some attempt to have the cmc of cards mean something during onslaught so cards like Culling Scales were added. I believe Culling Scales is the one card that directly interacts with the cmc of permanents on the board, but this gave me an idea to try to fit cmc matters cards in the cube. Things like Vengeful Rebirth, Pyromancy, and Erratic Explosion were added. Split cards similarly have high cmc.
I have been wanting to add a few miracles, but Entreat the Angels and Temporal Mastery scared me a bit as being too swingy so I have shied away from that.
Since morphs cost three mana, signets were added to make sure players had at least something to do on turn two. The games I thought would be slow so I added a bunch of card draw engines to make them run more smoothly. Mastery of the Unseen, Primordial Mist, Underworld Connections, Experimental Frenzy, Whisperwood Elemental.
Weak removal was chosen to give the morphs more of a chance.
The multicolor sections are bit weird:
Each has 1 actual card that contributes to a plan, 2 split cards, and 1 Guildmage type dude. I'm not really sure all are hits. Err except Simic because it would be illegal to not run both Secret Plans and Sagu Mauler.
Archetypes are similarly kind loose. A little too loose for my liking, but I am unsure how to focus them without losing the core of my mission.
Here is the list:
http://www.cubetutor.com/viewcube/85984
Currently, I was looking to include more build-around me cards like Opposition. I haven't tested this one just, but I think it would fit with the whole vive of the cube. I'm thinking also, and I know I just mentioned it that maybe miracles are friends could be okay, but I'm just not really familiar with their power level.
Here are the current changes I'm thinking about
-Decree of Justice, +Entreat the Angels
-Profane Command, +Entreat the Dead
-Gruesome Slaughter, +Sensei's Divining Top
-???, +Devastation Tide
Cards that are currently a little bad
Break Open <-- have seen it be last pick multiple times
Nosy Goblin <-- I'm not sure this card does anything
Revealing Wind <-- meeeeeeeeeh
Burnished Hart <-- if it dies to removal after you cast it, it's usually a blow out.
Is the reanimation package worth it?
I am also banking on Ravnica Allegiance to come along and bring forth better Orzhov split cards. I think the current ones are pretty awful.
I'm a little bummed out that the cards I think are the most terrible are red, since overall red I think is the strongest most coherent color. Do you guys see any improvements or other ideas that could be improved?
Some useful information
Number of permanents with the word morph by section:
white - 16
blue - 18
black - 14
red - 14
green - 17
gold - 1
land - 1
total: 81